Merry Christmas, Happy Holidays, and Happy New Year.
Today we have a small bugfix update for Final Rush – Most of these issues were reported by gamer Comp9, so you have him to thank for all of these!
v2.14 Changelog:
Fixed the “Lucky 13” and “Hard Limit” achievements from not awarding.
Fixed many typos in various texts location around the game.
Fixed a bug where players would not hear the upgraded barrel sounds of other weapons.
Small tweak to help deal with robots getting stuck.
With our next Final Rush update, we hope to add some proper vote kicking, a proper exit button to the game over screen (You can hit ESC, but it’s not really obvious), and possibly even some additional customization options!
Stay tuned for more information on future Final Rush updates, and information on our next game project.
- Luke, Strike Games
Update Report - v2.13
Hello gamers!
Here’s another small update for Final Rush with a handful of bug fixes and small improvements; most suggested by the community!
v2.13 Changelog:
NEW – Scoreboard! Hold tab to see information about you, and the other players connected.
NEW – Buff Icons! HUD icons will show up near the health bar, when they are in range of another player’s health or ammo buff.
Added in yet another failsafe for fixing the occasional phantom robot bug.
Added a battery indicator above the icons of stuck robots. When the battery drains, they will suicide.
Fixed a bug where it was possible to bypass unlocking the “First Steps” achievement, if the player manages to gain enough experience in a single match to bypass the level it was earned on.
Fixed a less likely bug where it was possible to bypass other experience related achievements.
Stay tuned for more information on future Final Rush updates, and information on our next game project.
- Luke, Strike Games
Update Report - 2.12
Hello gamers!
Here’s another small update for Final Rush with a handful of bug fixes. These were all related to bugs reported by users in the forums, so thanks to those users for taking the time to report these issues. We have a limited ability to test the game; so getting feedback on bugs and balance from the community is essential to improving the game.
v2.12 Changelog:
The Basic Training Achievement should now be properly awarded.
Added two fail-safe checks for respawning dead players; should fix the issue with players occasionally not respawning.
Added in fail-safes and fixed a few bugs with AI despawning that should hopefully prevent ‘phantom’ AI from sticking around.
A few misc/micro bug fixes.
No additions to the game this time, as we wanted to get this fix out fast!
Stay tuned for more information on future Final Rush updates, and information on our next game project.
- Luke, Strike Games
Update Report - 2.11
Hello gamers!
Here’s another small update for Final Rush with a handful of new features.
We’ve also upgraded our dedicated hosting server for more stability, and we’ve added a 3rd dedicated multiplayer server.
v2.11 Changelog:
Added a screen message when a player dies, indicating which player died, and what killed them. (this is also the first time the "official" names of the Final Rush robots are visible.)
Players now earn significantly more experience per match
A message now displays "Wave Complete - Kill Remaining Enemies" when the game stops spawning new robots.
Made it slightly easier to receive rush rewards.
Fixed a bug where supporter armor wasn't always being colored correctly in multiplayer.
Fixed an issue where players would sometimes have missing legs.
A message is now displayed on screen when players are waiting to spawn, but no lives are available.
Added a respawn queue system, where the player who has been dead for the longest time will respawn first.
Fixed an exploitable collision issue on Core.
Added some additional stats to the end screen, and clarified the voting system.
Added a difficulty description to the play menu.
Fixed an issue where the "Big Bucks" achievement was never being awarded.
Rush intensity now changes at different rates depending on the difficulty.
Easy and Normal difficulty should now spawn less AI.
Significantly buffed the results of killing the Super Charge AI when other AI were around it.
Added the missing pulse lobber description to the store.
Stay tuned for more information on future Final Rush updates, and information on our next game project.
- Luke, Strike Games
Update Report - 2.10
Hello gamers!
We’ve finally done it! A big update for you to enjoy, with many new features and improvements. This update also marks another important step:
FINAL RUSH NOW FULLY RELEASED
That’s right, Final Rush is no longer early access. Now would be a great time to get your friends into the game, as there’s a big %33 discount available just for the launch! We’re also running a charity promotion where %100 of the profits for the month of November will be given to Operation Underground Railroad. ( www.ourrescue.org )
We’ve also launched several dedicated servers for the new version of the game, which should allow some people to enjoy playing Final Rush multiplayer. There’s only a few servers at the moment, but if it proves popular, we’ll add a few more.
v2.10 Changelog:
NEW – Menu Section: COMBAT PROFILE, which is the hub for many new features:
NEW – ARMOR CUSTOMIZATION, now the rank and credits you could earn before have a purpose; you can buy and customize your character’s armor. There’s several sets, each made up of different components which you can swap.
NEW – SKILL SELECTION, now you can permanently buy new skills and abilities for your character; giving them damage resistance, grenade regeneration, health restoration fields, bullet penetration, store discounts and more!
NEW – WEAPON CUSTOMIZATION, now you can customize the four primary weapons with upgraded visuals and features, including new materials, barrels, scopes, and more. These mods have massive gameplay effects and gives your gun the punch it needs to take down the swarms of enemies.
NEW – STAT TRACKING, the combat profile now has a section for stat tracking, listing some interesting information about your gameplay habits. Some of this information was already recorded behind the scenes for achievement tracking, so if you’re a veteran player, don’t expect a blank slate.
NEW – COMBAT MARK TRACKING, all of those combat marks that appear on the left side of the screen? Yeah, we’ve been keeping count of those too. Now you get a nice screen that displays the total number of each mark you’ve earned. Cool stuff!
NEW FEATURE – Player Classes; each class has their own skills and starting weapon. Changed the spawn weapon select to be the spawn class select.
NEW LEVEL – Core, a large, vertically oriented map. This map is dominated by a massive reactor which periodically enters a cool down state, venting steam into the room.
NEW ENEMY – Taser Robot, this jerk will make you easy prey for other robots If you get too close. See if you can shoot him while he’s zapping you, and earn a reward!
NEW ENEMY – Super Charge Robot, this robot is very dangerous, he will buff nearby enemies, and super charge them when he's killed. You’re going to need to use tactics unless you want to be swarmed by a bunch of super charged robo-goons.
NEW WEAPON – Pulse Lobber, this experimental weapon launches explosive energy grenades.
NEW ACHIEVEMENTS – 8 New Achievements for you to unlock!
NEW –TIP MESSAGES for new players which pop up with useful information. These can be disabled in options menu.
OVERHAULED – New SHOOTING sounds for all the military weapons; they should feel more powerful and entertaining to use.
OVERHAULED – New ROBOT DEATH sounds and effects. Killing robots should now be more reactive and enjoyable.
OVERHAULED – New ROBOT HIT/SHOT sounds and effects. Shooting robots should now be more reactive, readable and enjoyable.
OVERHAULED – Updated Cargo, Mercury Switch, and Serial with updated graphics to match Frost and the new Core level.
OVERHAULED – Improved the Game Over screen to better reflect the end of the game.
OVERHAULED – Improved Intensity (The thing that gives you rush rewards, and makes the robots spawn faster) It’s now damage based, and recalibrated, making it easier/possible to earn rewards.
Weapon Selection wheel at the bottom of the HUD now disappears when not in use; making the screen less cluttered.
Reduced ammo station cost by 500 points.
Ammo Stations will now restore grenades to 1, if at 0.
Fixed a bug where the Crazy Robot would have strange blood colors.
Gave Crazy Robots red body lights to make them more obvious.
Decreased Crazy Robot Health by %20.
Improved Ranger Robot gun laser effects.
Ranger will delay firing if shot by player, giving skilled players a chance to kill them without taking damage.
Rangers no longer shoot through other robots.
Fixed the Heavy bot taunting with regular robot voice.
The Heavy now has lights and glow which represent his health. No more blindly waiting for him to die while shooting at him.
Tweaked the Heavies health to feel more reasonable.
Tweaked the way the icon appears above the remaining robots, so it isn't as obstructive.
Raised the icons for support stations.
Added a screen message for last life.
Crosshairs now have a critical shot state when aiming at robot heads.
Weapon Select now appears after death animation to make things easier to view.
Main Store now properly plays its closing animation.
Store items are now listed as red when the player cannot afford them.
Added a screen bob when landing from jumps and falls. (Increased bob strength with distance)
Added falling damage. (because you can now fall pretty far on Core)
Added spawn invincibility for 5 seconds, with 10 seconds of Taser invincibility to prevent the robots from spawn camping you.
MkII Weapon cost decreased by ~%25.
All shotgun damage increased by %15.
Made the Military Battle Rifle a single shot weapon.
Sprint Speed increased by %15.
Sprint Duration decreased by %20.
Sprint recharges faster, after a shorter delay.
Decreased all weapon ammunition, due to new perks.
Significant improvement to HP ammo visuals; elements of the gun now glow red hot when HP ammo is active.
HP Ammo now slows down enemies more, and does more damage.
Added scopes to the corporate weapons to make them more useful and less ugly.
Corporate weapons are now Tertiary Weapons (meaning they don't replace your new customized primary weapon. They now use the same slot as the experimental weapons)
Corporate Carbine has been made into a slower firing, single shot heavy rifle. (Pretty much the exact opposite of a carbine, even though it’s still called a carbine.)
Added Brawler Melee Function. (More weapon damage shortly after melee attack, and more melee damage shortly after being shot)
Improved Melee Gamefeel. (New sounds and effects)
Increased robot slowdown when shoot.
Grenades now drop straight to the ground after hitting an enemy; making it easier to plant grenades at the feet of enemies.
New Robot decapitation effect. Robot heads now pop off more enjoyably.
Improved explosive barrel and grenade explosion effects.
Made explosive barrels a bit more obvious, so you can remember to use them more often.
Many game code optimizations and tiny bug fixes to help offset the new effects. Game should be a bit smoother and lot less buggy.
Probably a handful of other small tweaks and changes that we forgot to record.
Once again, the people here at Strike Games want to take this opportunity to thank all of you that supported the game during our tenure in Greenlight and Early Access. Without your support none of this would be possible! It’s a bit of a cliché line, but it really is true.
Stay tuned for more information on future Final Rush updates, and information on our next game project.
- Luke, Strike Games
Situation Report - 13
Hello gamers!
It’s been a while since the last update, and it will still be a little while longer until the next update, so I wanted to give you a quick heads-up about what’s going on with the game:
Final Rush is going to be transitioning out of Early Access with the next major update to the game. You may have guessed due to the long lead time on this latest update… it’s going to be a big one!
For starters, Cargo, Serial, and Mercury Switch have all been updated visually to bring them in line with the graphical improvements made on the new Frost level… but that’s small potatoes compared to what else is coming.
The next major update is going to bring a host of game feel updates, ranging from improved feedback when shooting robots, to new death sounds, improved grenade functionality and more. Several balance functions requested by the community have been added as well.
You’re also going to see another addition to the main menu: The COMBAT PROFILE. This is a central location where you’ll be able to have access to several new features, including armor customization, and stat tracking (Both of which will be in the new update.)
There is also a possibility (but not a guarantee) of both Skill and Weapon customization. Armor, Skill, and Weapon customization will be strongly integrated into the recently added Rank system; and your currently earned progress will contribute to the new features.
It’s also important to note, that while we’re adding stat tracking and several new stats; we’ve been tracking kills all along, so the kills stat will show you exactly how many robots you’ve blasted since the v2.0 overhaul.
There might even be a new enemy making an appearance soon…
The new update should be launching in a week or two.
- Luke, Strike Games
Update Report - Trading Cards
Hello gamers!
Final Rush Badges, Trading Cards, Profile Backgrounds and Emoticons are now available! Several members of the Final Rush community have requested trading card related content, and we’re happy to oblige!
Our resident concept artist worked tirelessly under threat of whip to bring you these fine pieces of art; his blood, sweat and tears (mostly blood) made this all possible.
More updates to follow.
- Luke, Strike Games
Update Report - 2.08
Hello gamers!
It’s time for a major update, this time we’ve added a new level, and the bones of our new progression system. Along with a few other minor changes
v2.08 Changelog:
NEW – Added the new Frost level.
NEW – Added the new rank progression system. Players earn points based on their performance each match, which contribute to an increase in rank. Difficulty level, victory or failure, and ending score all contribute. There are 30 ranks in total, with more to be added later on. In the future, you’ll be able to purchase player customization using your experience points.
NEW – Added the progress tracker to the main menu and game over screen.
NEW – Added 4 new achievements to the game. 1 related to the new level, and 3 related to the new progression system.
NEW – Added a credits button to the main menu.
NEW – Added a game version indicator to the lower left corner of the main menu.
Further adjusted down the sound of earning combat marks.
More updates to come. They will most likely be UI updates – namely adding an improved pause/esc menu, and adding some character customization to the game.
Our creative director has also been hard at work creating the materials for the game’s trading cards and steam backgrounds, so those will likely be added in the next few weeks.
- Luke, Strike Games
Update Report - 2.06
Hello gamers!
Here’s a quick, minor update for you, v2.06 update has been pushed to Steam with some small gameplay and balance tweaks and improvements.
v2.06 Changelog:
Reduced AV Laser cost to 25,000
Increased AV Laser Damage by %25, Reserve ammo by %50.
Weapon switching is now %33 faster.
The sounds for combat marks now play in batches, preventing the sound from almost constantly playing.
The volume and pitch of the combat mark sounds has been adjusted so it doesn’t murder ears on systems with strong bass.
All non-shotgun weapons are now %25 more accurate.
Enjoy the update. Frost, the new level, has completed a major part of its constructions (as of about 30 minutes ago) and is about %80 complete. It will be in the next major update to the game.
- Luke, Strike Games
Final Rush Four-Pack
Hello gamers!
Right now, the week of August 11th, Final Rush is participating in this week’s Steam Sale; and we've just added a new "4 for the price of 3 pack" for Final Rush.
If you're looking to get your friends into Final Rush, the rest of this week is an excellent time to do it. With the weekly sale, combined with the four pack, you'll be able to pick up 4 additional copies for just a little more than the price of 2!
Remember, every bit the game earns goes right back into additional improvements for the game!