Easy Shooter cover
Easy Shooter screenshot
Genre: Indie

Easy Shooter

Leaving Steam, development history.

I am posting this message in order to inform you about our departure from Steam. It will become unavailable in the near future. The main reason was the negative attitude of society towards the game. I want to say thank you to all those who have supported me all this time and thank you to those who understand how difficult this project is. In any case, the game is not bad and it has good sides - those who have adapted to the gameplay and some imperfections of the game really like it, because according to statistics there were people who played it for more than 5 hours, and the maximum time in the game is 100 hours. I am very glad that this game was able to find those who liked it. But now we should leave, because the main group of people do not like this game.

Those who have received this game, I want to tell you that the multiplayer in the game will be disabled, but you will still be able to play offline.

I will never say that my game is bad (it has a huge number of advantages and it really is). I created this game and I will stand my ground and defend it - it just doesn't meet the demand of society, that's all, it's not bad because of this. I spent many years developing it, I remember how I didn't sleep at night in order to make the next update on time, I remember getting up early in order to have more time, I remember how I corrected the program code, I know about those mistakes that no one can even imagine, how I created characters, animations, searched for music with a free license, I listened to a huge number of songs to find the right ones and enter them into the game, and I will tell you that among the music with a free license there are a huge number of amazing songs that no one even knows about.

Those who have followed the history of updates and watched how the game has developed are well aware that this game is really good and interesting, and know what kind of work and time it is. But seeing all this negativity, I realized that the mainstream society does not appreciate it and I realized that we need to leave, because I'm just tired of the negativity over all these years and I don't want to see my game, my time and labor simply devalued - me and my game are leaving Steam.

At the bottom, the history of all versions will be displayed first in the form of the name, date and time of release, and then there will be a brief description of each of the stages and a few screenshots

Version history of the game:

Alfa 0.0.0/30.10.2017 20:07/
Alfa 0.1.0/23.12.2017 17:09/
Alfa 0.2.0/18.01.2018 21:12/
Alfa 0.3.0/17.02.2018 16:18/
Alfa 0.4.0/19.05.2018 22:57/
Alfa 0.5.0/29.07.2018 22:59/
Beta 0.6/18.01.2019 18:16/
Beta 0.7/09.06.2019 23:57/
Beta 0.7.1/28.06.2019 21:49/
Beta 0.8/12.08.2019 2:49/
Beta 0.9/25.10.2019 19:34/
Beta 0.10/02.02.2020 --:--/
Beta 0.11/31.05.2020 --:--/
Beta 0.11.1/1.06.2020 --:--/
v1.0/05.03.2021 19:26/
v1.0.1/09.03.2021 16:06/
v1.1/06.08.2021 19:46/
v1.1.1/13.08.2021 21:34/
v1.1.2/13.08.2022 18:54/



---Alfa STAGE---

--- NOTE---

Unfortunately, Alfa 0.0.0 and Alfa 0.1.0 were not saved - and their files were lost, I searched for them absolutely everywhere, but I didn't find them anywhere, so there are no screenshots, respectively, although there was content that I really would like to show :(

----------------------

Alfa versions are those versions that were not on Steam, and these are the very first versions of the game. In Alfa versions, the fundamental basis of game mechanics in general was created, game mechanics were written from scratch, as well as character models, maps, game modes and everything else. In Alfa versions, initially there were no game models - these are monsters and fighters, their roles were performed by capsules with cameras, which you will see in the screenshots below. There was a blue capsule that played the role of a fighter and a black capsule that played the role of a monster.

In Alfa 0.0.0 - this is the very first version, initially there was only one map - it's not even an ancient structure, it looked like a small box with palm trees. The ancient structure was created in Alfa 0.1.0.

In Alfa 0.0.0 there was only 1 weapon - a shotgun. The shotgun was the very first weapon in the game.

Alfa 0.0.0 had a main menu consisting of 2 buttons - "Play" and "Exit".

In Alfa 0.1.0, the "Ancient Structure" map was created, new items such as "health replenishment" and "armor replenishment" were added. Also in this version, such weapons as carbine, SMG, submachine gun, circular, axe were added.

In Alfa 0.2.0, the main menu changed - the background was added and settings functions were introduced (that is, the "Settings" button was added), which you will see in the screenshot below, while in the settings you could not even change the controls, adjust the volume and adjust graphics, screen resolution and other functions - you could only adjust the FPS limit and mouse sensitivity.

Also, in Alfa 0.4.0, game characters were added for the first time - this is a Reptile and a Flyer - these were the very first characters in the game, not counting capsules with cameras.

In Alfa versions, there were no damage indicators, no highlighting of player nicknames, initially there was not even an opportunity to choose monsters, since initially there was only 1 monster - a black capsule.

Below are screenshots of Alfa versions starting from 0.2.0, earlier versions such as Alfa 0.0.0 and 0.1.0 unfortunately have not been preserved, although there was content that I would like to show:








---Beta STAGE---

Beta versions are the versions that I posted on Steam and they were in early access, at these stages bots, neutral monsters and fighters were added for the first time (that is, capsules were only in Alfa versions, in subsequent versions they were already replaced by game characters). In this version, I created more content in the game and experimented with various ideas in every possible way, so the maps were constantly changing.

In Beta 0.6, which was first released on Steam, new settings functions were added, it became possible to change graphics, controls and sound. Also in this version, fighters were added instead of blue capsules with cameras.

--- NOTE---

Below are brief descriptions of all updates, a more detailed description of each of the updates is provided in the Steam Community Center

----------------------

In Beta 0.7, bots were added for the first time that could play together with the player. I added bots because I didn't expect that there would be a problem in the form of a lack of a player base.

In Beta 0.8, neutral monsters were added for the first time in the form of spiders and eels, drones that filled the content to make it even more intense. Also in this version, "Invisible" was added in the "Survivor" mode. In addition, if in earlier versions the game was translated into only 2 languages, then starting from this version the game was available in 23 languages.

In Beta 0.9, the "Rift" map was introduced, in which the anti-gravity component of the game was introduced for the first time, as well as characters such as a Ghoul, a Sea Hunter were added to it. Weapons such as a plasma gun and an energy diffuser and a double-barreled shotgun were added, starting with this version, the name of the game was changed from "Easy Shooter" to "Action Entities"

In Beta 0.10, new items and new monsters were introduced, such as the Red Spider and the Sandworm, as well as in this version, the Island (Night) map underwent major changes, new content and new buildings were added to it.

In Beta 0.11, the "Rift" map was replaced with "Planet Nag", in which such characters as "Naga", "Naga's Servant", "Gargoyle" and "Flying Serpent" were added. Also in this version, a new game mode "Team Battle" was introduced, in which it was necessary to capture the altars of the naga to win.

Below are screenshots of Beta versions starting from 0.6 and up to Beta 0.11.1:












---Full STAGE---

Full versions are those versions that were after the full release of the game. In these versions, I tried to focus on graphics, visual and sound effects and music, and significantly changed the gameplay on the maps.

The graphics have been improved in the game thanks to additional texture maps that improve their quality, in addition, I have worked on lighting, created 2 special shaders that make illumination on plants and some characters.

The game also added musical accompaniment, which was not in the Beta versions, so that the gameplay was more fun, the music changed with the game process (for example, when a new wave of monsters came, or when the team captured the altar naked).

I worked on the visual effects of the explosions to make them look better, changed some of the sounds of shooting and the sounds of explosions.

The Ancient structure changed the map, now it had a game mode not just for everyone against everyone, but also a division into waves appeared, with each subsequent wave the monsters became stronger and the environment changed, there were 6 waves in total.

On the Island (Night) map, I changed the "Survivor" game mode again, in which the map became a little lighter and the survivors had only 5 minutes to collect improvements until their monsters could not see, and then they need to run faster to the light so as not to get lost in the dark and see something.

The Plante nag underwent major changes, it became smaller and when the team captured the altar, the whole map became darker, and after the team returned to the original image, the whole map became lighter again.

The visual style of the main menu was also changed and a click sound was added.

The user interface has been changed - now it's not just the text of health, armor, ammunition, and more, namely, icons.

Below are screenshots of Full versions 1.0:














---HISTORY OF CHANGING THE MAIN IMAGE---









---OUTPUT---

I managed to create a good game - Action Entities, which I spent quite a long time on. A game with monsters, multiplayer over the network and several game modes and maps. I am glad that I have achieved such success in the gaming industry and no matter what anyone says, I have brought to this world such an unusual game with unusual mechanics, monsters, maps and unique weapons. Even if the main group of society did not like this game, but it still exists and despite everything, this game was able to find people who liked it.

This game is a part of my life, my work and I am the only one who will appreciate it!

Changes in the next version(v1.2)

In the next version, a character leveling system will be introduced, since there is simply no goal in the game. Pumping will take place in the main menu, you will be able to improve each character at the expense of special points. You can get them for the kills in the match. Also, they can be simply collected, they will appear on the platforms as weapons and power-up modules, respectively. There will be new fixes in the game. I won't say when this version will be released because I'm afraid of the hyphenations that occurred many times when creating v1.0. Thank you for reading this. I really hope for your response :)

v1.0.1

This small patch was created in order to fix system errors, due to which in some situations it was impossible to start the game

Official version

---------- GAMEPLAY----------

The gameplay on each of the maps has changed a lot. On the "Ancient structure" there is a battle of all against all, but periodically there are more and more powerful monsters. On the "Planet of the Nag", the essence of the process remains the same, only during the formation of the status of the naga, the map significantly darkens the enemy, so that people see less. On the Island (Night), now the map is not completely dark, it has become a little lighter, the survivors of 5 minutes must find various resources for their own improvement, after 5 minutes, the map becomes completely dark and people must run faster to the light, so as not to get lost in the dark and see something, monsters, at this moment-see people. The statistics of wins(the number of first, second and third places) are introduced, which works only for multiplayer, after the end of the game, not only the table of players appears, a separate list of winners(those who received first, second and third place) and the corresponding prize for them, as well as voting for the next map.

---------- GRAPHICS----------

The graphics have undergone significant changes, the textures have become more voluminous and realistic, the effects of bloom and blur, explosions have been introduced. Also, the Ancient Structure and Planet Nag maps have become darker, but special shaders make beautiful light effects of plants and monsters, and on the Island (Night), graphic shaders make the map more creepy.

---------- MUSIC AND SOUNDS----------

The game has been introduced with musical accompaniment, on the map "Ancient structure", it is played when monsters appear, and on the "Planet nag" - during the nag status. On the Island (Night) added scary and atmospheric music, at the last minute more creepy sounds are played. The sounds of footsteps are no longer the same - but different. Monsters that did not have sounds - introduced characteristic ones, too. The firing sounds of the LMG and the submachine gun changed.

---------- MAIN MENU AND USER INTERFACE----------

The main menu and the user interface have also changed, now they are more modern, and when you click on the buttons, the corresponding sound is made. Music plays in the main menu.

---------- NEW MONSTERS---------

In the game, there are modified nagas that are on the "Ancient Structure" before the final battle, as well as modified minions that are also present on the "Ancient Structure", and also on the " Island (Night)"

---------- OPTIMIZATIONS AND FIXES----------

In the game, the network part has been seriously optimized, now ping no longer jumps as often as it was in the previous version, as well as the system for disabling players with high ping has been changed, if the system used to throw out the last ten arithmetic averages, now it checks the mod, only if the number is more than 200 too much-the player can throw out. You could previously be disconnected from the server with a huge number of shots made by you or someone else, this was because the communication channel was heavily overloaded due to shooting, in this version the shots practically do not have any load on the network, the same story was with damage, it also heavily loaded the network, in this version, respectively, this problem is solved. And in general, the load on the network has significantly decreased.

Last shift (rescheduled for February 28)

This shift will be the last, since all the most difficult things are already behind us, now I'm finishing up some minor flaws. I sent you the first screenshots from the ancient structure, I hope that you will like them as much as from the planet nag. Thank you to everyone who is waiting for the full version! It really helps a lot.





Rescheduled for February 25

The release of this version was delayed very much(this has never happened before). The gameplay is generally ready, all that remains is to solve the issues with music licenses, improve the translation, and work with the main menu. In order not to upset you, I posted the first screenshots of the gameplay from the Planet Nag, I hope You will like them. v1.0 will be released, it's only a matter of time. The game will be released from early access for sure! But there are such delays on the way. Thank you to everyone who understands and waits for v1. 0!




v1.0 is scheduled for release on January 29

I am very surprised and happy at the same time that my game has fans who are ready to wait for the release of the game as much as six months. It was for you that I wrote this ad. I would like to tell you more about it. While working on this update on the map "Ancient Building" there were serious problems associated with optimization and heavy load on the system, which led to brakes, as well as problems were found in the network part, etc. It was like a snowball. In the end, this led to such long delays, which dragged on very much, I did not release any ads because I was afraid to lie about the release date. Now I have solved these problems, finalizing the graphics, introducing music, working on the balance, and solving small flaws. The changes that will occur when v1.0 is released are listed below.

--- GRAPHICS---

It seemed to me that the graphics in the game are at a fairly good level, but there were a huge number of reviews that pointed to the opposite. In the end, I had to deal with it seriously. The process of working on it is at the final stage. Now I realized that previously it was really primitive, if you tell me more, then I introduced special maps for textures that improve their appearance(normal maps, elevation maps, reflection maps, luminosity maps(monsters will glow in the dark) and for some - metal maps), because of these maps, the size of the game will increase several times, I also introduced the blur and bloom graphic effects into the game. Flash effects are introduced when shooting, and explosions-will be explosions, not flashes. The graphics are much nicer and better than before.

--- GAMEPLAY---

The gameplay has changed significantly, now running animation will be played while running, and while walking - respectively, too, for some characters you will not be able to shoot while running, and for others - you can. Automatic health regeneration was introduced, as well as special modules that improve armor, increase maximum health, regeneration speed, and damage coefficient(this coefficient affects the damage from shooting with any weapon(the larger it is, the greater the damage)). The environment also changes on each map. I decided to disable the chat in the game during development(in the upper left corner, messages about joining players, disconnecting them, and who killed whom are also displayed, but no one can write anything, I did this so that no one could insult and humiliate anyone, so as not to spoil the mood of other players). If you do not like this solution, then please write in the comments about it, I can enable chat until v1. 0 is released.

--- MUSIC---

The game was relatively inanimate in terms of music and sound effects. There were sound effects of shooting that irritated the ears, I replaced them with others. Music is being entered into the game. which will accompany the entire gameplay. For each mode, respectively - unique works.

--- ANCIENT BUILDING---

As I wrote above, there were many problems on this map, but I solved them. Now its main color is red. 5 waves with monsters were introduced, and the environment (fog and lighting) changes depending on the wave. A new character was introduced - "Ancient Naga", this character is much smaller than the first naga, but more of a man and a servant.

--- ISLAND(NIGHT)---

The gameplay has changed a lot on this map. The game is divided into 2 waves and 3 rounds, but at the same time-the survivors will not have flashlights, and the lighting of the map at the first wave became dim, but not completely black as before, but at the second wave, the map will completely turn black and the survivors will need to run to the lighting sources, and not go into the dark, monsters will see just as well in the dark. The whole gameplay is accompanied by creepy and atmospheric music, on each wave-it is unique.

--- PLANET NAG---

The map itself has changed, it has become a little dimmer, but thanks to the graphic shaders, it looks very beautiful. The essence remains the same-to capture the nag altars, but at the same time-while one team captured the naga module, the lighting of the map becomes dimmer.

--- NOTE---

The images of this ad show screenshots from the Island(Night) map. Now there are no serious problems in the development process. I really want to release v1.0 by January 29. Thanks again to those fans who want to see the new version and are waiting for it.

Re-shifting the game's release to August 14

The game will change a lot after the release of v1.0, and there will be very little left of the old version (Beta 0.11.1). I can't wait to release the update myself, but it's so big that it needs to be re-shift. I know you may be tired of waiting and reading repeated shift of date, but this shift is necessary, there have never been such major updates. I hope this is the last transfer. Thanks again to everyone who supports the game and is waiting for the final version.

Shifting the game's release to August 5

Unfortunately, I will have to shift the game's release from early access to August 5. I did not have time to release the game on July 29, because there were unexpected bugs that I am working on quickly. I am very sorry that I did not have time to release the game by the deadline, but if I had released the game then, it would have been impossible to play it due to errors. The game has already implemented animation of weapons when the player moves. The sounds of footsteps became different. The game has a musical accompaniment for the atmosphere. Instead of the usual flashes, beautiful explosion effects. The textures of some weapons have changed. Models of weapons and characters have become smoother(the squares are less noticeable). The graphics were slightly improved(graphic effects were added). At the end of the match, not only the table of players is displayed, but also the leader Board and the ability to vote for the next card(there is no need to go to the main menu to start a new game). The main menu has also become much easier, you just need to click the "Play" button on a certain map and you will automatically be transferred to the game, players will also connect to you automatically. The planet nag has undergone considerable changes. The chat bug has already been fixed. I hope that the next update will please you. Thank you to everyone who is waiting for the full release of the game.

Play with friends

Hello everyone, now you can train with bots or play with friends online.