Cyberfrags '69 cover
Cyberfrags '69 screenshot
Genre: Shooter, Indie, Arcade

Cyberfrags '69

New gun, fixes, and stuff!

Some changes I've made recently! New skins, fixes, a gun, and more!

-WASD can now be rebound
-New Railer skins! They are called Gauss and Tesla.
-I fixed the damn crosshair bug
-Fixed issue where gun wouldn't disappear after player disconnected or died from falling.
-New skin for the Typewriter called 'Tactix'
-Fixed wonky arm IK in first-person view.
-Fixed issue where gun parts and readouts would sometimes flicker.
-Added VFX for hit-scan weapon-fire.
-Dick Reckard primary-fire is now hit-scan.

New gun:

"The Cool" is a trumpet gun! Primary fire is a bouncing sound-wave, alternate jumps an octave and becomes hit-scan and full-auto! Play the blues with this deadly instrument!

Thanks to SaltyOctopus for the idea! And be sure to check out his Youtube channel!

Batch 'o Patch!!

Heres a batch 'o patch-notes! New skins, a new secret code, and fixes:

(join our discord for multiplayer lobbies and prompt patch-notes!)

WASD can now be remapped.

New Railer skins! They are called Gauss and Tesla.

fixed clipped spawn on Market map

fixed sound on Buzzer

Fixed the new gun being unselectable in the pause menu

Fixed zip-gun model when it's a pickup

Fixed chat bug

Fixed third-person rotation of multiple weapons.

Fixed issue where Zip-Gun showed multiple skins even though it only has one



Added another secret code! Type it into the chat-box in multiplayer and get 69 free level-ups! (Just a reminder: The other one gives enough weapon-xp to level equipped gun to max)

Here are a few hints:

Both codes are from a movie that is turning 20 this year.

Neither have punctuation, case insensitive, and each have two words separated by a space.

One of them is food.

One of them is epic.

New gun, who dis?

Update!!

I know it's been a while, this is a portion of what I've been working on:

New gun and a rework!

- Zip-Gun rework: New art and new mechanics! Primary-fire is now fully automatic, with a twist. Rate of fire doesn't scale with temperature, number of projectiles does. At max-temp you fire one bullet per shot, at max freeze you fire 4 bullets per shot. Alt-fire hasn't changed, it's still a zipline.

- New gun: Buzzer! Fire a spinning buzz-saw that rolls along surfaces, or use alt to grind on the ground or up walls!

I suck at updating this page, I apologize...

TL;DR: I am still updating the game, I'm just really bad about including the patch notes on Steam. I'm active on our community discord: https://discord.gg/3CwzCD2C69 and all patch notes are posted there immediately! I've added a bunch of stuff since my last post on here; guns, maps and more besides!





@everyone New update!

New map!

-Asteroid Rig is a wall-running playground; available in FFA, TDM, CTF, GG, and OB.


Dayeed — 01/28/2022 9:59 PM
@everyone New Update!

New gun, and QoL

-Added a "Shuffle Teams" button to the host menu in team-based matches.
-New gun, the Retro Void, is a suppressed, slow-firing SMG. Alternate puts you in the "retro-void", a black and white, pixelated reality for 3 seconds (10 second cooldown). While in the Void you are invisible. You can still be shot by other players, but you can't be seen. Melee, grenades, or weapon-fire will end the effect early.
Dayeed — 01/29/2022 2:26 PM
Quick Hotfix

Fixed issue where "shuffle teams" button would cause teams to shuffle repeatedly.


Dayeed — 01/29/2022 6:30 PM
@everyone Quick Update!

Fixes and QoL

-Added button "Auto start next level" under single-player menu
-Fixed visual bug where dummy projectiles could hit invisible player model
-Fixed issue where players could shoot from the Retro Void if they started shooting before activating alternate.
-Added music to Verdant Bluffs and Asteroid Rig


Dayeed — 02/02/2022 4:08 PM
@everyone New update!

Sorry for the radio silence over the past couple days, it's been a busy weekend.

New Map!

-"Colony" is a medium-size map available in TDM, FFA, CTF, GG and OB.


Dayeed — 02/03/2022 5:36 PM
@everyoneQuick update!

Balance tweaks

-Increased Singularity rate of fire
-Increased damage radius of Tri-Hard and Sickness & Health.

edit: I also removed the map "Quad" because it was a bad map that was incompatible with all the new movement changes


Dayeed — 02/07/2022 8:22 PM
@everyone Quick Update!

Slight tweaks

-Adjusted wall-run to better handle convex curved walls.
-Adjusted slide to better handle deceleration on flat, or nearly flat, surfaces.


Dayeed — 02/07/2022 10:18 PM
@everyone Quick content Update!

Added a map, removed a map. Like an MTG card with extra steps.

-"Industrial Zone" is a new map in the O'Neill Cylinder (Like Hills and Colony). Medium sized and available in FFA, TDM, CTF, GG, and OB.
-Removed "Ceres" map. It was too small and too cluttered with things that hindered the movement kit.
Dayeed — 02/10/2022 2:25 PM
Hotfix:

Fixed CTF on Industrial Zone


Dayeed — 02/11/2022 5:29 PM
@everyone hotfix:

Fixed issue where players could spawn underneath the map in Industrial Zone


Dayeed — 02/12/2022 9:28 PM
@everyone New Update!

Level 4 (First-draft) is here!

I'm very indecisive when making single-player levels, thus why it's taken so long to expand the single-player experience. I'm calling this a "first draft" since I'm sure it will change as I get feedback, so be sure to let me know what you think!


Dayeed — 02/12/2022 11:30 PM
Hotfix!

fixed some nasty UI bugs with the new level.


Dayeed — 02/13/2022 3:11 PM
Hotfix! Ditto previous hotfix ^^^


Dayeed — 02/15/2022 5:09 PM
@everyone Update!

Level 4 tweaks.

-Added doors on most of the areas.
-Adjusted enemy composition in the final area.


Dayeed — 02/16/2022 6:46 PM
@everyone Update!

Tweaks and improvements

-Modified unequipped temp drain: When gun is supercooled and unequipped it will stay supercooled (unless player grabs a new weapon).
-Fixed issue where gun wouldn't display correctly on HUD in Gun Game (and other specific scenarios).
-Slightly increased size of Capt-Hook view model. It just felt like it needed more junk in the trunk.
-Slightly increased M6a9 Carbine body-shot damage.

I had forgotten the original purpose of the Big Fuck-Off Gun. It was originally meant as a set-piece for Level 4 (before I restarted making the level from scratch).

So, I've added it to Level 4, just before the last room. I've also reworked the enemy composition (again) to make that last room more fun with the B.F.O.G..


Dayeed — 02/17/2022 12:28 AM
Hotfix:

Disabled slide animations for B.F.O.G.


Dayeed — 02/24/2022 6:12 AM
@everyone New Update!

Damn I hate being sick, I can't get any work done. Well, I'm back in the chair and chugging away!

New weapon and some minor fixes.

-Improved Slide animation while firing, that was a weird one.
-New weapon! The G-String is a Cyber-Bow with 3 fire-modes:
1. Str8-Shot: a slow-moving arrow with no drop, and no heat build-up. Can be fired full-auto, with a very slow fire-rate (it is a bow after all). Does MASSIVE damage.
2. ClusterShot: Arrow separates into 7 explosive charges with a wide spread. 3 shots before overheat, and yes, you can rocket jump with it.
3. SnagShot: Slow-moving arrow that, when it hits, pulls the player with a single impulse in the direction of the hit. Strong damage output.


Dayeed — 02/24/2022 4:07 PM
@everyone Quick Update!

G-String fix and tweaks

-Fixed third person model positioning.
-Reduced explosive count on Clustershot mode from 7 to 6
-Slightly increased velocity of Str8-Shot


Dayeed — 02/28/2022 6:50 PM
@everyone Update!

New map!

-"Skyscraper" is a medium/large map with a lot of verticality. Available in TDM, FFA, CTF, GG, and OB.


Dayeed — 03/01/2022 10:14 PM
@everyone New Update!

Got a new feckin' gun for yas.

-The "Gonk Launcher" is an assault rifle with a fairly fast bullet velocity and rate-of-fire. Alternate is a super-jump that will launch your gonk-ass over twice as high as a normal jump.


Dayeed — 03/04/2022 6:53 PM
@everyone New update!

Tri-Hard rework and a bug fix

-Tri-Hard alternate replaced, and updated art:
1. Instead of a knockback, it now places a platform wherever you shoot. Platform lasts for 10 seconds, can fire 2 before overheat.
2. Reworked art (again) to reduce screen coverage and improve visibility.

-Fixed issue where Gonk-Launcher couldn't be selected in multiplayer match.


Dayeed — 03/08/2022 1:55 AM
@everyone New Update!

New map!

-"Astral Tower" is a medium map available in TDM, FFA, CTF, GG, and OB.


Dayeed — 03/09/2022 12:16 AM
@everyone New update!

UI changes

-Added a radar in the bottom-left of the screen, showing enemy and friendly locations relative to the player.

-Changed the function of the "Gun Info" button in the main menu:
1. Like before, when hovered it displays a short blurb describing the gun.
2. When pressed, the camera focuses on the gun and pulls up an additional window that shows the stats of the primary fire-mode. The stat-sliders shown are:
-Body Damage
-Headshot Damage
-Heat per shot
-Rate of fire
-Temperature rate of fire change
-Recoil
-Spread
-Vent time
-Hit type (Projectile/Hit-scan, no slider)


Dayeed — 03/11/2022 4:52 PM
Hotfix!

Fixed issue where players would show in blue on the radar in FFA and Gun Game.


Dayeed — 03/15/2022 6:14 PM
@everyone Update!

New gun!

-the Burninator is a flamethrower with a glide alternate.


Dayeed — 03/19/2022 7:15 PM
@everyone New update!

Tweaks and improvements

-Guns that aren't equipped now lose temperature gradually, instead of all at once. (Time to completely cool unchanged)
-List of held guns now shows temperature of unequipped weapons. The color shows the temperature, white being room-temp. Equipped gun now appears green to avoid confusion with supercooled guns (light-blue).
-hopefully fixed issue where player's radar dot would appear red in FFA (instead of orange).
-halved damage tick-rate on incendiary ammunition (The Law, Sammy, and The Burninator). Damage has been doubled, so TTK is barely changed. This should reduce performance-hits due to excessive blood, and reduce audio distortion.
-changed hit sounds to be a bit "punchier"


Dayeed — 03/21/2022 6:48 PM
Quick update!

Added map size indicators in the multiplayer map selection menu, in parenthesis after the map name. Sizes: Tiny, Small, Medium, Large.


Dayeed — 03/21/2022 9:59 PM
Hotfix!

A fix for the thing that was broken by the fix

-Fixed issue where radar dots wouldn't always disappear in multiplayer.


Dayeed — 03/24/2022 11:49 PM
@everyone Quick Update!

Tweaks and stuff

-Reduced heat buildup on Mini-Gat's shield.
-Bullet penetration has returned! Railer primary and The Law AP rounds can now penetrate up to two walls.


Dayeed — 03/26/2022 12:18 AM
@everyone Update!

Tweaks and art changes.

-Added a one second respawn delay to FFA, TDM, OB, and GG, to prevent accidental respawns for those who want to switch weapons.
-Added a vertical indicator to the radar.
-Changed the art for the Bad Motherfucker. The M249-look was a bit stale next to some of the wackier guns, and now it's just as wacky!


Dayeed — 03/26/2022 4:33 PM
@everyoneUpdate!

New art

-Replaced art on Typewriter to be more "sci-fi"
-I think I accidentally left an unfinished prototype weapon in the main menu weapon selector (whoops). It's gone now.


Dayeed — 03/28/2022 11:56 PM
Art update!

M6a9 Carbine was feeling a little boring, so I reworked it!


Dayeed — 03/30/2022 7:05 PM
@everyone Update!

New art and some improvements.

-Muzzle flashes are now colored according to weapon temp, rather than purple.
-Slightly increased body-shot damage for M6a9 Carbine
-New art for multiple guns:
1. Sharpshot-420
2. Eastwood
3. Jackhammer

More art reworks coming soon.


Dayeed — 04/02/2022 12:56 AM
@everyone Update!

Art and fixes.

-New art for two more guns: the Nerd Cannon and the Mini-Gat
-Fixed issue where player would spawn with the wrong weapon after dropping first gun and respawning in Single-player
-Fixed issue where player could survive stepping on a kill plane in Level 1.


Dayeed — 04/03/2022 2:01 AM
@everyone Update!

Capt-Hook overhaul

-New art!
-Primary fire is now a full-auto plasma pistol.
-Adjusted the material of the grapple-laser so the end now correctly attaches to the gun.


Dayeed — 04/05/2022 1:59 AM
Update!

More art, likely the last for now.

-Sickness-N-Health and Retro-Void affected.


Dayeed — 04/07/2022 11:31 PM
Update!

-New model for the Big Fuckin' Shotty
-fixed rotation for Capt-hook in third person


Dayeed — 04/13/2022 12:12 AM
@everyoneUpdate!

UI improvements and tweaks

-New UI Objective indicators in CTF and OB, replacing the "wall-hack" effect.
-Capn' Hook grapple range and acceleration slightly increased.


Dayeed — 04/13/2022 10:30 PM
Hotfix!

Fixed issue where I forgot to take out a weapon prototype from the lists, causing UI bugs


Dayeed — 04/15/2022 5:54 PM
Hotfix!
Fixed some buggy behavior with the Capt' Hook


Dayeed — 04/16/2022 11:13 PM
@everyoneUpdate!

Balance changes and weapon tweaks.

-Tri-Launcher alt: Platform is now a jump platform
-Gonk-Launcher: Slightly reduced body-shot damage.
-Burninator: Reduced on-hit damage, increased damage of lingering flames.
-Cyber-Deagle, Dick Reckard, and Eastwood: slightly increased body-shot damage.
-Big Fuckin Shotty: slightly increased pellet velocity.
-G-string: added particle effect to arrow.


-Gun-Game: When on the last gun, melee can now win the gam\e. Time to Icarus-Slapp!


Dayeed — 04/23/2022 10:09 PM
@everyone Update!

Apologies for the wait, this "gun" took took more figuring-out than usual.

-Introducing: the Hyper-Spear! It has a plasma beam primary and a spear-charge alternate.


Dayeed — 05/01/2022 1:17 AM
Update!

Fixes and tweaks

-Slightly adjusted art for Dick Reckard
-Increased velocity of Hyper-Spear's beam
-Fixed issue where aim-down-sight animation wouldn't play on Sharpshot-420 and M6a9 Carbine


Dayeed — 05/10/2022 12:07 AM
@everyone Quick Update!

Art and stuff

-New art for the Singularity!
-Slightly increased radius of pickup colliders.

...and whatever else I forgot to write down, it's been a weird week.


Dayeed — 05/17/2022 2:49 AM
Little update

G-String changes.

-Fixed typo in description
-Removed second mode, "Cluster". It didn't feel quite right with the rest of the kit, and its removal helps with handling the weapon when swapping to Snag-Shot.


Dayeed — 05/18/2022 5:43 PM
@everyone Quick balance update!

Hyper-Spear was feeling a hair too strong, spear-dash has been nerfed.

-Reduced dash velocity from 100m/s to 75m/s, reducing the distance per dash.


Dayeed — 05/20/2022 10:12 PM
@everyone Update!

New map!

-Refinery is a medium-sized map available in TDM, FFA, CTF, GG, and OB.


Also fixed a typo.


Dayeed — 05/25/2022 1:29 AM
@everyone Update!

New weapon!

-Use The Worthy to summon the power of two Chrisses with this Cyberfrags take on Mjolnir. Throw the hammer to a set distance and it returns on its own dealing damage both ways. Or, throw the hammer to a set distance and you return to the hammer (damage only one-way).


Dayeed — 06/27/2022 4:57 PM
@everyone Update!

Apologies for the relatively long time since my last update, but I have a new map for you!

-Diplomatic Quarter is a medium map available in TDM, FFA, CTF, GG, and OB.


Dayeed — 06/28/2022 1:31 PM
Quick update.

Teleporting sniper in PvE now waits 2.5 seconds before teleporting, instead of 1.


Dayeed — 06/30/2022 10:54 PM
@everyone Quick update!

Accessibility and visual stuff

-Added color vision deficiency settings (under "Gameplay" look for Color Vision Mode/Strength settings)
-Increased the amount weapons rotate in response to player-rotation. It should make it feel a bit more dynamic and snappy.


Dayeed — 07/02/2022 1:43 AM
@everyone Update!

New multiplayer map!

-Cloud City is a medium map available in TDM, FFA, CTF, GG, and OB. Try not to fall off...


Dayeed — 07/04/2022 8:46 PM
Quick Hotfix

-Fixed broken collisions in Cloud City
-Adjusted gunfire attenuation settings so it sound should be easier to discern directions.


Dayeed — 07/06/2022 5:54 PM
Quick hotfix:

Fixed minor UI issue with Ultrawide aspect ratios.


Dayeed — 07/11/2022 3:59 AM
@everyone Update!

Art, tweaks, and a new pickup!

-New art for Gonk-Launcher, and a slight reduction in body-shot damage
-Alt-fire for M6a9 Carbine is now hit-scan
-Fixed issue where explosive projectiles could penetrate enemies and subsequently explode twice.
-New Speed-Boost pickup boosts speed of slide and wall-run. Added to rotation in all maps/modes.


Dayeed — 07/19/2022 8:11 PM
@everyone Update!

This is a juicy one... New art, animations, and mechanics!

-New art for the Railer, and reduced brightness of electricity effect.
-New animations! The high-fidelity, mo-cap animations were just too... real for Cyberfrags. So I made my own! They are goofy as all hell, and more than a bit janky, but I think it's more fun this way.
-First person body! You can now see your body when looking down. If you don't like it, you can turn it off in the settings menu.

TWO new buttons! It's not often I add those...

AKIMBO:

-You can now dual-wield any gun except the B.F.O.G.
-Activate by pressing the Akimbo button (default mapping: Z). Press again or swap weapons to cancel.
-20 second cooldown, though the gun lasts until cancelled.
-While active certain actions are unavailable or changed:
1. Cannot melee
2. Cannot grenade
3. Alt-fire is replaced with firing duplicate weapon.

SHART BOUNCE:

-Rapidly drop and slam the ground with your ass, applying AOE damage in a cloud of weaponized shart. You bounce off the ground on impact.
-Must be more than 10m off the ground to activate (default mapping: X).

DISCLAIMER: This update involved overhauls of multiple systems. Specifically the shooting, temperature, and animation systems. I've spent several days migrating, iterating, testing, and fixing. Though I think I caught it all, it is very likely I missed something. If you find any bugs or issues please let me know in ⁠bugs!

These new mechanics have had very little balance-testing outside of PvE. I'm sure I'll need to iterate further, so if you think something isn't working from a balance or mechanical perspective I'm happy to hear about it in ⁠suggestions!


Dayeed — 07/27/2022 5:05 PM
@everyone Update!

Balance tweaks, UI improvements, art, and some other shit.

-Adjusted position of G-String (Bow) in first person so it looks less dumb while akimbo
-Changed look of UI status bars (Health, Heat, and K-Shield)
-New art for Tri-Launcher and Flatliner
-Tri-Launcher rockets now accelerate.
-Tri-Launcher Bounce-pad now aligns to the surface hit.
-Increased Big Fuckin' Shotty rate of fire.

New Akimbo functionality:
1) Cannot be activated until meter is full.
2) Fill meter by moving. The faster you move the faster it's filled.
3) While active, meter drains. The faster you move the slower it drains. Once fully drained Akimbo ends.

This should allow for plenty of Akimbo chaos without undermining other mechanics.


Dayeed — 08/04/2022 1:17 AM
Hey @everyone!

Not a CF69 update...

I'm a huge fan of books by Brandon Sanderson, and recently have been re-reading the Skyward/Cytonic series. If you don't know what that is, it's a story of a young woman trying to become a fighter pilot to save here people from annihilation. It also happens to have some neat mechanics for space-flight, like Light-Lances which are effectively space-harpoons. In my enthusiasm I made a prototype of a space-ship leveraging these mechanics.

If you like Skyward, or just want to try it, here is a very rough prototype build. I probably won't be updating this since it distracts from my work on CF69 and I don't have rights to the property it's based on, but if you want to fool around on it feel free and have fun!

https://1drv.ms/u/s!AhQJ6HChlxwziQ7AF-p-OBSoflwD?e=kAMnZq
M-BotPrototype.zip
Compressed (zipped) Folder
Image


Dayeed — 08/06/2022 1:09 AM
Quick Hotfix:

Fixed issue where private multiplayer lobbies couldn't be joined by friends. Or, well, anyone. It was basically glorified singleplayer. All I had to do was change a seemingly unrelated true/false statement. Why? I don't know. But it works now!
Dayeed — 08/19/2022 10:59 PM
Minor Update!

Fixes and tweaks:

-Fixed issue where weapon alternates could be activated while reloading
-Smoothed mouse-input based weapon animations.
-Increased Akimbo fill-rate


Dayeed — 08/26/2022 7:54 PM
Quick UI Update!

Added background for clarity on the shield indicator, making it easier to see player speed at a glance.
Dayeed — 08/28/2022 11:53 PM
Quick update!

Fixes

-Fixed issue where selecting a new gun between lives didn't work until player died again.
-Fixed bug where player model would phase in and out during multiplayer countdown.


Dayeed — 09/13/2022 1:23 AM
@everyone Update!

New tutorial and stuff

-New and improved tutorial level with a movement course and a target range with moving targets
-Fixed issue where Shart-Bounce wouldn't actually bounce when playing as a client in multiplayer (This was a fucker of a bug. Still don't know what the problem was/is, and the fix was... messier than I'd like.)
-Fixed sound attenuation of Gonk Launcher alt-fire


Dayeed — 10/28/2022 4:57 AM
Update @everyone!

It's been a little while, but here ya fuckin' go! Tweaks, fixes, changes, and a new gun!

Fixes:

-Burst-fire ADS on M6a9 now works correctly every time.
-Recoil values on multiple guns now functioning correctly. (I made a bigly dumb mistake that took me far, far too long to notice.)
-Swapping away from The Worthy while flying to hammer no longer lets you yeet yourself at 75m/s.
-Probably other stuff. I've been doing a little here, a little there, so I probably missed one or two things. I suppose all that really matters is that the game should be working better than ever!

Tweaks:

-Added second temp-gauge that appears while Dual-Wielding so you can keep track of both weapons.
-Animated hit-markers for more oomph to your hits!
-Substantially increased wall-run acceleration.

Weapon Changes/Tweaks:

-Icarus: Increased flight acceleration.
-Sharpshot-420: Increased recoil.
-Zip-Gun: Now fires a 2-shot burst. Reduced recoil.
-Hyper-Spear: Reduced speed of the Dash.

New fuckin' gun!

The AK-ZRG

-Primary: Guided bullets. While in-flight, bullets will attempt to correct trajectory to hit where cursor is aimed.
-Alternate: Target-lock. Aim a targeting laser to paint an enemy (or friend!) with a fire-and-forget marker for one second. During that time all bullets will attempt to directly hit the marked location/body-part. Homing effect strong enough to hit targets behind player. (Straight from Zorg for all you Fifth-Element fans!)
-DPS is lower than any gun in the game. Even so, there is a good chance it is still too strong for multiplayer. Expect balance changes as we do more testing during Friday Night Frags! (8PM EST on Friday nights)
-Unlike all other new-additions, it has been inserted as the fourth unlock, after the Sharpshot-420. Hopefully this gun can help new players compensate when facing more experienced opponents.

I'll keep the updates coming when and where I can! Thanks again for playing!


Dayeed — 10/28/2022 8:16 PM
@here HOTFIX!!!


I fucked up my directories when uploading the last build and caused Steam to have an aneurism. If you try and launch the game and it fails due to a missing EXE, just update to correct it.


Dayeed — 10/30/2022 6:38 AM
Update!

Soooooooooooo the AK-ZRG was broke as fuck.

-Fixed issue where you could target yourself.
-Targeting now targets ONE bullet at a time (Max of 10). This should hopefully increase the skill component so it's not just instant death.


Dayeed — 11/28/2022 11:20 PM
@everyone Quick Update!

Balance tweaks and bug fixes.

-Fixed issue with Da Burninator where the low-G would persist after swapping weapons.
-Slightly reduced distance and speed of The Worthy's alternate. (when player is pulled to hammer.)
-Dramatically reduced length of bullet trails to improve visual clarity.
-Slightly increased body damage of Bad Motherfucker.
-Slightly decreased heat buildup on Icarus alternate. (jet-boost)
-Slightly increased projectile speed of Snag-Shot on the G-String. (Bow)
-Slightly reduced heat buildup on Mini-Gat's shield alternate.
Dayeed — 12/03/2022 4:50 PM
Hotfix:

Fixed some UI bugs in non-standard resolutions


Dayeed — 01/20/2023 7:09 PM
@everyone Update!

Sorry it's been so long! I'm chugging along wherever I can.

Weapon skins and stuff

-Weapon skins can now be unlocked in Co-Op and PvP
-Not all have skins yet, and only some of those have more than one. The limits being my creativity and artistic ability. More will come!
-Skins are unlocked every 500xp earned. A new line in the Gun Info panel (main menu) shows how much weapon XP has been accumulated.
-The following guns have skins:
1. M6a9 Carbine (x2)
2. Big Fuckin Shotty (x3)
3. Cyber Deagle (x1)
4. Sharpshot-420 (x1)
5. Eastwood (x2)
6. Jackhammer (x1)
7. Bad Motherfucker (x1)
8. Mini-Gat (x1)
9. Typewriter (x1)
10. Capt-Hook (x1)
11. Peeper (x1)
12. Sammy (x2)
13. Blazer (x1)
14. Icarus (x1)
15. The Worthy (x2)

-Changed hit-markers to better differentiate between headshot and bodyshot damage.


(P.S. there is a secret phrase that will unlock 5000 weapon xp when typed into MP chat. Hint: it's a quote from a 20 year old movie)


Dayeed — 02/27/2023 8:07 PM
@everyone Update!!

New map and skins!

-Cyber-Deagle: Made the Royal skin look less dumb

Added skins to the following weapons:
-Sickness & Health (x1)
-Retro-Void (x1)
-Gonk-Launcher (x1)


New Map!
Market is an urban map available in FFA, TDM, CTF, GG, and OB.

I'm not very good at environment art, but this has been good practice making a satisfying play-space without looking like complete shit. Feel free to give me any feedback you have! We'll be sure to play a few rounds there in upcoming Friday Night Frags!


Dayeed — 02/28/2023 6:40 PM
Baby update:

The start-of-match countdown timer can now be customized in the multiplayer level-select menu.

Pile o' Patch-Notes

New gun! New maps! Significant movement refinements! Lots of stuff happened since the last dump of patch notes, sorry for the delay. If you want more current info join the Discord ( https://discord.gg/Z2mJcmJGRR ) where I post all this live, it's also a great way to find other players! Thanks for all the support, and keep fraggin'!



1/11/2022
Quick update

-increased size of projectile on Cyber-Deagle, Sharpshot-420 primary, and Singularity
-Improved look and function of damage indicator.


01/12/2022
New Update!

Whenever I'm in a bit of a creative block, I make a gun.

-the new gun, the "Zip-Gun", is a chonker of a movement weapon.
1. Primary fire: Single-shot railroad-spike that fucks. shit. up. It deals more damage than any other damage source in the game, but is relatively slow-moving. In multiplayer it is strictly worse than the Sammy primary and Sharpshot-420 alt, but in PvE it gets crazy. Bodyshots will kill cats in one shot, and headshots will kill literally anything in the game so-far.
2. Alternate fire: Zip-line! You need to have a solid anchor both in front and behind, just right-click and you'll move in a straight line in the direction you fired, accelerating up to 35m/s at a rate of 75m/s^2.


01/12/2022
Quick Hotfix!

Surprise, surprise, There was a bug on the new gun. Well, two bugs. They're fixed now.


01/13/2022
Quick Update!

New Zip-gun art and stuff

-New Zip-Gun art. It's pretty FAT now
-Fixed a kill plane in level 2.


01/14/2022
New Update!

fast stuff and tweaks

-Added speed settings to multiplayer! The host can now set the max horizontal speed of players! There are 4 settings:
1. Slow: 25m/s
2. Normal: 35m/s
3. Turbo: 50m/s
4. HyperTurbo: 100m/s


-Added self-destruct timer on Big Fuck-off Gun. After 30 seconds of use, you die!


01/14/2022
Quick hotfix:

Fixed Sharpshot-420 scoped FOV bug


01/15/2022
Quick Hotfix

Fixed door to final room in Level 2


01/16/2022
Quick update!

Alright, Quakers, you got your damn wish. Thank the QoL fairy.

-You can now type a specific value into FOV and Sensitivity fields.



01/17/2022
Quick Update!

Added message in server-browser for when no servers are available. It points people toward the discord to find players!


01/18/2022
New Update!

New Map and stuff.

-New map, Hills, is one of the largest maps yet. It's an attempt at some really simple environment design, with a "biosphere" look. Available in FFA, TDM, CTF, GG and OB.
-It turns out the rotation of pickups is a significant performance hog (300+ fps in Hills before adding them, ~120 after, on a fairly beefy system). So the rotation now happens at only 12fps. I chose that because it has that old-school animation look.



01/18/2022
Quick update!

stuff

-Added Co-Op wave survival to Hills
-Players can now switch spawn weapon without dying during pre-match countdown.


01/18/2022

Quick update!

Tweaks and fixes

-Fixed issue where manually entering FOV or Sensitivity while in multiplayer caused the values to be set to zero. Ever tried playing CF when you can only see one pixel? Performance was amazing, though 🤣
-Slightly tightened up hip-spread of M6a9 Carbine
-Slightly decreased heat-per-shot on Zip-Gun, allowing you to just barely squeeze off 2 shots before overheating.


01/18/2022
Quick update

Fixes and tweaks

-Removed shadow cast by first-person meshes.
-I got tired of seeing how @AprO butchered my crosshairs by setting the radius to 0, so now if you set it to 0, it just replaces the whole crosshair with a dot. Anything higher than 0 will show the weapon-unique crosshair.


01/20/2022
New Update!

New map and some tweaks

-New map! Still riffin' with the landscape sculptor. Plum Bluffs is another large map available in TDM, FFA, CTF, GG, and OB.

-Hyper-turbo is gone for now, sorry. I couldn't find a way to make things feel good at those speeds. More importantly, I don't want to give new players the wrong impression when joining a random match. 35m/s isn't the easiest to maintain or achieve, and can be very intimidating already. For now, the highest setting is "Turbo" at 50m/s. Perhaps when the player-base is more substantial we can revisit this, but for now it gets the boot.

-Fixed issue where the empty browser message breaks when refresh button is spammed.


01/20/2022
New update!

Map changes

-"Plum Bluffs" is now "Verdant Bluffs" because purple isn't far enough from red, and it hurt visibility.
-Removed Megatower from the map-list. This was a long time coming; it was a map that hindered the fun, rather than helping it. Around here, bad maps get the boot. Other maps are on my radar, too, particularly Hangar.


01/20/2022
Quick hotfix!

Fixed issue where certain gameplay settings didn't load on game-start.


01/21/2022
Quick Update

Crosshair improvements

-Made hit-markers less obtrusive.
-Changed crosshairs to look better at 1.0 scale for:
Sickness and Health
Jackhammer
Mini-Gat


01/22/2022
Update!

Movement improvements.

-Increased air-control
-Improved corner handling while wall-running:
Corners could easily cause some jank while wall-running. Running face-first into an angle <90 degrees could cause players to get stuck, which feels shitty. Now when hitting a tight corner one of two things will happen:
1. The run will more-reliably transfer the next wall if you are facing away from the corner.
2. If you face the corner, preventing the wall-run, you'll begin going up and (if there is room) over the obstacle (yes, this means you can use sharp corners as elevators, but that's a fast way to die in PvP).

This should significantly reduce hitching in the movement.


01/23/2022
New Update!

Tweaks, fixes, and improvements

-Turns out, Ue4 has mouse-smoothing on by default, and I'm the big dumb idiot who assumed I had to do that myself. Welp, it's a dumb setting, so it's off now.
-hopefully fixed issue where trade-kills wouldn't work with bullets due to latency in PvP.
-Added a "wind" effect while at high-speeds. I tried to make it unobtrusive, if it's getting in the way let me know!
-Added a damage vignette to better convey when you're at low health.


01/23/2022
Quick Hotfix

-Fixed issue where wind effect would appear on spawn.
-Fixed issue where flags wouldn't appear through walls on very large maps.


01/24/2022
Quick Update!

3d damage indicator!

-Added 3d damage indicator. If you prefer the 2d indicator, you can swap back in the settings menu under gameplay.


01/24/2022
New Update!

Stuff

-Reworked recoil system. If you wait for the weapon to reset, the recoil will return to where you were previously aiming, instead of just rapidly rotating the camera up. The recoil effect is also much smoother.
-Remade the art of the Tri-Hard. The previous art just didn't feel like a rocket launcher. It was puny, especially compared to the Zip-Gun and Sickness & Health. Now it be phat.


01/26/2022
Hotfix... maybe

-So something added in the last two days has caused intermittent crashes. I don't know what the problem is, but I went over everything I changed during that time and made some minor tweaks to improve them. Maybe it's fixed, if it isn't hopefully I'll be able to narrow it down further with more information.


01/26/2022
Hotfix:

Fixed issue where slide toggle setting wasn't saved.


01/26/2022
Hotfix!

Boy, I fucked things up.

-Fixed issue where players could shoot their invisible player player-model, which obliterated hit detection. Who knows? Maybe it'll fix the crashing too.


1/27/2022
New Update!

Wall-running changes, and I FOUND THE THING CAUSING THE DAMN CRASHES!

-The crashes are fixed. The reasons are dumb, and I don't know why it fixed it, but it did, so I'll take it. Now I can sleep.


Wall running!

So I've had many comments that wall-running feels "sticky", "linear", and other adjectives. I was hesitant to implement gravity, since I felt the infinite wall-running worked with the goofy and arcade-y feel I was going for. However, I've made a lot of changes recently to further smooth the movement, and the wall-run feels a bit abrupt now. So I've implemented some changes, and I think they feel pretty good! They are as follows:

-Vertical velocity is now taken into account when initiating a wall-run. This only works if you are moving up, not down, and allows you to gain a little extra height than you normally would from a jump.
-When you initiate wall-run, if your horizontal velocity is less than 25m/s, you will accelerate through the wall-run up to 25m/s. If greater, you maintain any extra velocity. This joins slide-hopping as an easy way to reach 25m/s.
-Gravity will now take hold after a brief period of sustained wall-running. This happens ~300ms after you level out. This means you can wall-run a bit longer if you jump into it. Falling into it will still take you quite a ways, but the 300ms countdown starts immediately.

In summary, wall-running now grants extra speed and verticality, and hopefully more fun, while limiting it abusability (as fun as that was 🤣)!


1/27/2022
New Update!

Tweaks and improvements

-Fixed issue where rocket-jump stopped working

-Removed wind effect until I find a better solution

-Adjusted slide:
1. Reduced acceleration on downward slopes. (you could previously accelerate faster than gravity... on the ground. It's less dumb now.)
2. Reduced decelleration on flat-ground and upward slopes.

-Improved audio for double-jump and wall-run. There are now unique sounds for jumping from a surface vs air, and a sound for intiating a wall-run.


1/28/2022
New update!

New map!

-Asteroid Rig is a wall-running playground; available in FFA, TDM, CTF, GG, and OB.

Recent Updates!

Another pile of updates! Join the discord ( https://discord.gg/Z2mJcmJGRR ) to get the patch-notes live, and to easily find players for PvP!

P.S.A. FOR PLAYERS SUSCEPTIBLE TO MOTION SICKNESS:
Added "Wallrun Rotation Scale" to the settings menu under "Gameplay", allowing players to reduce camera-roll while wall-running. (Thanks to Twiddlly on the Discord for helping me identify what what causing this for them.)


01/02/2022
Quick Update!

Fixes

-Fixed an issue where changing settings would reset skin and gun in main menu.
-Fixed fixed issue where oddballs sounds were flipped.


01/03/2022
Quick Update!

Fixes and tweaks

-Hopefully fixed issue where players would keep their chosen gun when joining late in Gun-Game... again
-Player level now shows before name in scoreboard. Now folks will know why they're getting crushed lol


01/03/2022
New Update!

Quality of Life and art stuff

-Replaced art for Icarus. It's more compact on-screen, and also looks more interesting (I think, at least).
-Added "Wallrun Rotation Scale" to the settings menu under "Gameplay", allowing players to reduce camera-roll while wall-running.
-Guns that toggle or cycle modes now store those modes if you swap weapons. They reset to default on death, but while you're alive you don't have to keep resetting to the desired mode. This affects:
1. Flatliner
2. Jackhammer
3. The Law
4. Blazer


01/04/2022
Little update!

Tweaks, and a little something for you speed-runners

-Hit-markers should no-longer block the center of the screen with small crosshair settings
-Reduced brightness of emissive materials on certain maps.
-Added stopwatch timer to HUD in single-player
-Added restart button in ESC menu in single-player to quickly restart the level.



Dayeed — 01/04/2022
Quick balance update.

Adjustments and tweaks to various weapons to improve weapon balance.

-Increased size of Sammy projectile
-Increased heat generation of Mini-Gat's shield
-Increased Blazer Body-shot damage
-Reduced heat of Sharpshot-420's alt-fire. 2 Shots can now be fired before overheating.
-Increased damage radius of Tri-hard from 3m to 4m, and increased Rocket velocity from 60m/s to 70m/s
-Increased velocity of Dick-Reckerd Alt-fire from 200m/s to 320m/s
-Increased headshot damage of Cyber-Deagle to kill any player even with a boosted shield. No change to body-shots.



01/05/2022
Quick update!

Bug fixes

-Fixed broken Gun-Game spawns
-Fixed issue where spawn timer wasn't working in CTF
-Hopefully fixed issue where players could slide infinitely on certain floors.
-Fixed issue where player level showed the Host's level, not their own.


01/05/2022
Quick update

Tweaks and stuff

-Increased radius of hit-detection on Sharpshot-420 alt and Blazer
-Added Anti-Aliasing options in settings
-Grenades no longer knock players down a gun in Gun-Game, that shit was way more annoying than I thought it would be. Melee still does it, though.


01/05/2022
Quick update


-Fixed issue where players could spawn inside one of the moving platforms on factory
-Adjusted order of weapons in Gun-Game to hopefully distribute the weapons more fairly


01/05/2022
just another baby update

Sharpshot-420 ADS now is more "scope-like". It covers more of the peripheral vision, but it's much clearer in the center. And it just looks better.


01/06/2022
Update!

New map and Oddballs tweak

-New map! "Streets" can be found in TDM, FFA, CTF, Gun-Game, and Oddballs
-Oddballs winning score increased from 100 to 150.


01/07/2022
Update!

Single-player stuff.

-Reworked how enemies spawn, they now trigger when you enter a space, or kill an arbitrary number of enemies in that space. No more timers! This should make combat encounters more dynamic, while allowing speed-runners a higher skill-ceiling.
-Raised the ceiling of the hallway into the final room of Level 2. Now sliding down the slope will let you blast into the last room at 35m/s.


01/07/2022
Quick Update!

Weapon balance is hard...

-So after giving the hit-scan weapons some "girth", the blazer went from good to absolutely bonkers. Playing with it made me want to take a shower, playing against it felt like beating my forehead into concrete. So I dialed back the body-shot damage, so headshots are much more important. We'll see if that makes things more fun.


1/9/2022
Quick Update!

Oddballs and CTF QoL

-Added HUD indicator to show if player is holding the balls
-Added sound cue when flag or balls are dropped.


1/10/2020
Quick Update!

Fixes and QoL

-hopefully fixed issue where player's mouse could leave the game-screen while in-game.
-Added "toggle slide" option in the settings menu under "gameplay"

Holiday Update dump!

Happy New Year Fraggers! Here's a list of all the changes that happened over the Holiday! All these updates are posted live on the Discord ( https://discord.gg/Z2mJcmJGRR ). Make sure to join us so you see all the updates as they come out! Plus, our little community runs events and announces when they're playing PvP!





12/20/2021
Hotfix!

Shell-Outa-Dodge was bugged, now it's not. At least, not this way.

-Dodge was broken, and it was made dramatically worse when framerate was capped. Added a 200ms cooldown on dodge to fix this.


12/20/2021
New update!

Bugs, Balance, and VFX!

-Fixed issue where weapon-swapping broke the Shell-Outa-Dodge
-Shell-Outa-Dodge now dashes you forward if you aren't pressing any movement keys.
-Hopefully fixed -1 grenade bug. Also introduced a 200ms delay before another can be thrown.
-Increased rate that Capt-Hook's grapple fills temp-meter

New tracers! I think I accidentally released this bit last night but whatever:

-Tracers are now longer, brighter, and fuckin nuts looking. The big fuckin shotty in particular, if you thought it was scary before... You'd best wear your brown pants. It's tantamount to psychological warfare at this point.




12/21/2021
New Update!

Bug fixes and a new map!

-Hopefully fixed issue where scoreboard would get stuck on screen. again.
-Added a short delay at end of single-player levels on repeat playthroughs. When this happens it displays the time it took for you to complete the level on your gun. This will move to UI later, it is just a fast way of getting something out for the speed-running folks.
-Check out the new map "Fight Dome" in Classic modes! (TDM, FFA, CTF)



12/21/2021
Quick Update!

Bug fixes, improvements and tweaks.

-Fixed issue where players could fall through floors under checkpoints in single-player
-Fixed issue where 0 key was selecting weapon 11, not 10. (Must have forgotten computers count from 0 lmao)
-Player models are no longer outlined in their team color after dying.
-Adjusted Fight Dome to block off some sight-lines and added launchers to the bottom of the center-pit.



12/21/2021
Hotfix!

Fixed single-player level 2

-fixed some holes and issue where you couldn't finish last room.



12/21/2021
New Update!

Balance changes and bug fixes.

-hopefully fixed issue where players can break the Shell-Outta-Dodge. 8-millionth time's the charm?
-Slightly increased Sammy rate of fire
-Slightly increased Shell-Outta-Dodge rate of fire
-Slightly increased heat-per-shot of Shell-Outta-Dodge. Now has 6 shots instead of 8.
-Increased the vertical portion of melee hit-detection. This should hopefully make melee more consistent.

P.S.A. FOR AMD USERS!

It turns out that CF69 works best in DX12 on AMD GPUs (I'm not sure about all AMD GPUs. Definitely the 6000 series, and I assume the 5000 series). Use the launch-option "-d3d12" to switch from DX11. I'll see if I can add this as an option in settings in a future patch.


12/22/2021
New Update!

New crosshairs, bug fixes and stuff.

-Overhauled the crosshair system. Each gun still has a unique crosshair that can't be wholly changed. They are now animated while firing, and players have the ability to scale both the radius and sprite-scale in the settings menu.
-Fixed bug in level 1 where kill-floor in the 2nd to last room wasn't killing players.
-hopefully fixed issue where teammates would appear red, not blue.
-Fixed issue where FoV behaved oddly when swapping weapons and aiming.


12/22/2021
Quick update:

bugs, why is it always bugs?

-So I figured out the stupid team-color bug. My failsafe inexplicably decided to stop working! Adjusted it so that shouldn't happen anymore.
-Slightly adjusted gunshot sound for Shell-Outa-Dodge
-In FFA, top score and your score now display in bottom-left of HUD.


12/23/2021
New Update!

Map re-work and some optimizations.

-Reworked "Courtyard" to have more visual-interest: added moving platforms and gave it a vaguely "factory" look. So that's it's new name, "Factory"!
-Adjusted how blood spatter is spawned. Overall there will be a bit less blood, and it shouldn't "stack" underneath the enemy, which is where the majority of the performance hit came from.
-Adjusted lighting in "Hangar" so it's more performant.


12/24/2021
Quick Update!

Bug fixes:

-Increased scale of combat triggers in single-player so they hopefully can't be skipped with the singularity
-hopefully fixed rubber-banding and broken physics on the platforms in Factory, will require more testing in high-latency environments. If they're still broken, I'll patch them them to be static so they're not broken over Christmas, since I might not be able to patch it then.
-Deleted spawn points over death-zones in Factory (whoops)


12/25/2021
New update!

I couldn't help but work a little between holiday stuff

-Private lobbies! Private lobbies won't show in the server browser and are invite/friend-join only.
-Joining friends via steam should now be enabled! (at the cost of my loading screens and gain of proper intro videos... it's a long story)
-Some fixes in Factory.
-Factory added to the Co-Op wave-survival list.


12/26/2021
Hotfix!

Bugs can be interesting sometimes... right?

-Fixed an issue where players could trigger two combat encounters at once in level 2, causing all sorts of fun malfunctions.


12/27/2021
New Update!

Was working on the next single-player level (something in the cyber-net) and I wanted to slide indefinitely down long slopes. This means losing the arbitrary time-restriction that I had in place, and implementing some other restriction so slide can't be abused on flat ground. So here it is:

-Slide now has negative acceleration on flat ground and upward slopes. Flat ground decelerates at -5m/s/s and up to -50m/s/s depending on the steepness of the upward slope. Slide ends when player dips below walk speed of 10m/s.

While at high velocity this significantly extends slide-time while on flat ground, but shortens it if you were already fairly slow. Just as before, downward slope accelerates, allowing for indefinite sliding if you manipulate it well.

This also makes it so the only way to seamlessly maintain 35m/s over flat ground and upwards slopes is to wall-run, which has no acceleration.

Also smoothed the camera during transition from standing to sliding, no more instant camera shifts.


12/30/2021
New Update!

Sorry for the relative radio-silence. Level 4 has been slow-going, it's a very different head-space from designing multiplayer levels/mechanics. In an effort to shake things up for both myself and you fine folks, I've made a new game-mode!

Gun Game!

-Frag it out with all the guns, one at a time. Kill enemies to swap weapons, be the first to get a kill with them all to win!
-A classic mode for the classic maps! Can be played on any map you could play FFA, TDM, or CTF.

When ya'll find the inevitable bugs, let me know in the bugs channel and I'll figure it out!


12/30/2021
HOTFIX

-Fixed issue where players wouldn't start with the default gun in gun-game


12/30/2021
Quick Hotfix:

-fixed issue where weapon temp would not reset on weapon swap in Gun-Game.


12/30/2021
Quick Update!

Fixes and tweaks.

-Added 500ms (1/2 second) of spawn protection
-Fixed issue where respawn menu would appear in main-menu
-hopefully fixed issue where opening menu would sometimes reset respawn timer in Co-Op
-Fixed issue where players could level up infinitely with the tutorial.


12/30/2021
Hotfix!

Fixed issue causing players to not be able to respawn after opening menu while dead.


1/1/2022
Happy New Year Update!

New shit, wild shit, and tweaks.

-Grenade and melee kills now set opponent back a gun in Gun-Game
-Hit markers are now handled on HUD and are scaled with crosshair settings.
-New gun! The flatliner is an old gun that got the boot, but is now back and completely re-worked. Swap between vertical and horizontal fire-modes, firing a line of 5 mid-speed projectiles.
-Another new gun (kinda)! The Big Fuck-Off Gun is completely overpowered, and can't be unlocked. It allows you to hover and fly at a speed of 25m/s at no cost. You can just do that. It shoots explosives with a large radius and huge damage output, with no temperature increase. Yes, it's broken, overpowered, janky, and any other adjective you can think of. You can grab it from a pickup in CTF, FFA, and TDM in maps: Orbital Station, Factory, Cybernet Citadel, Plaza, and Fight Dome. It spawns after 3 minutes of play in the center of the map, and only spawns once. This may be temporary, but I didn't feel like keeping all the fun to myself lol.


1/1/2022
Quick Update!

Fixes and Tweaks

-Fixed issue where The Big Fuck-Off Gun pickup would de-spawn after 10 seconds like regular pickups
-If player is using The Big Fuck-Off Gun, they will no longer drop a weapon pickup for it on death. One-time use only.
-Made the reticle for the Flatliner better represent how it fires.
-Slightly adjusted attenuation for Gunfire and Explosion sounds.
-Flatliner sound just didn't have enough ass in the bass. It's got more now


1/1/2022
Update!

Oddballs!

-New game-mode: Oddballs! grab the giant floating ball-sack and keep fondling until you've won!

-Also hopefully fixed issue where players would start with chosen gun in gun-game when joining late.


1/1/2022
Quick Hotfix!

quick fixes

-Fixed issue where names in kill-feed show pink in Gun-Game and Oddballs
-Fixed issue where Oddballs played happy sound when enemy picked them up.