FS2 is coming really soon...please hang on a little bit longer!
Sorry for lack of a confirmed release date - at the moment we're working really hard on trying to get the last remaining bugs. Our testers are doing a great job and we've brought on some external QA to help.
I really appreciate your patience and I'll have more info for you soon.
Please do take a second to Wishlist the game - it really helps us out.
Here's a big gameplay preview video if you want to see what all the fuss is about:
https://youtu.be/6vcU6B594Ig
We're getting closer to release now - we really hope that the FS1 community will be interested in checking it out.
Thanks
Big Frozen Synapse 2 gameplay video and discussion of final polishing phases
Hi there,
I don't generally post much FS2 stuff in this community but I'd really appreciate it if you'd give this a watch:
https://youtu.be/xvyCQGEAtO8
This video shows off the core gameplay loop of FS2, a little bit of content and also is a discussion of what we're doing to polish the game up for its final beta.
Any comments much appreciated.
Frozen Synapse 2 update
We went a bit quiet on Frozen Synapse 2 recently - sorry about that - please do join that Steam community as well over here if you're interested in the game.
https://steamcommunity.com/app/445020
I've been trying to keep everyone up to date with some videos this week and I hope to do more soon. Have a look here:
https://youtu.be/hwiBFifhJHM
Frozen Synapse 1 and 2 Double-CD Soundtrack Album
Hi,
I'm considering doing a physical release of the FS1 and forthcoming FS1 soundtrack album at some point next year.
If you would be interested in purchasing one I would massively appreciate it if you could vote here - http://www.strawpoll.me/14581291/r - would help me gauge any interest.
Your vote could actually make it happen - thanks.
Paul
Frozen Synapse Update #35
This update adds 2 new fixed maps from the recent map making contest, which will be used in the upcoming legacy tournament. You can still sign up here until January 15th: http://forums.mode7games.com/viewtopic.php?f=20&t=10815
It also fixes some edge cases where multiplayer related achievements weren't being granted properly.
Frozen Synapse Legacy Tournament - Signup
Dear fellow Tacticians,
the new year is about to arrive and we are all already eagerly anticipating the arrival of Frozen Synapse 2. While patiently waiting and to start 2017 off with the bang of a well place virtual grenade, we will finally move into the hot phase of our Frozen Synapse Legacy Tournament!
First of all, huge thanks to everyone participating in our map creation contest!
The voting was a head to head contest between two maps, so we decided to useboth of them for the tournament and will reward each map creator with a Frozen Synapse 2 Closed Beta key.
Signup deadline: January 15th, 23:59 GMT
How to sign up: Post your FS username (and your Steam name) in the
announcement thread of the official FS forums Match type: Dark Extermination
1st round: January 16th - January 22nd
2nd round: January 23rd - February 5th
Have fun training!
Frozen Synapse 2 - New Units Revealed!
Here's a look at the new units which will feature in the sequel...
https://youtu.be/HxpdI47qLMI
Map Making Contest - Win a Frozen Synapse 2 Beta Key
The Beta-prelaunch period for Frozen Synapse 2 is slowly heating up. As part of our prelaunch activities and along other content we have coming up for you in the near future, we will hold a Frozen Synapse 1 tournament with some magnificient prizes and the chance for some lucky winners to grab some FS2 Beta invites!
However, before the tournament kicks off, you can win a Frozen Synapse 2 Beta key, by designing a Frozen Synapse 1 map that will be used in the elimination round of the tournament - so without further ado, I'll introduce our first Frozen Synapse Map Making Contest (Drawings, pictures and real life miniatures are valid submissions)!
You can find more info about the rules over in our official forums here - http://forums.mode7games.com/viewtopic.php?f=20&t=10780
Proposed UI Changes in FS2 and thanks!
Many thanks for the recent feedback on the UI - has been really helpful and is much appreciated.
Thought I would update you about some changes we're thinking of making based on your feedback and our own appraisal of the situation.
None of this is final; all of it may not happen! That's the end of the caveats. Here's what we're planning on doing:
- A fundamental mechanics change to aiming and shooting which will be announced soon! This adds a new level of depth to the game and is very fun to play with. It may not feature in every mode but early tests are encouraging - Ian will be explaining this system soon when some issues have been worked out.
- Time handles replaced with wait orders. Wait orders are issued using the dragging functionality from time handles, but you do not place orders directly on the handles; you simply create a wait, then place your order in the stack after it. Time handles have always sucked to interact with directly, but dragging left to right is still the best way of defining an amount of time quickly; this should alleviate the former while retaining the latter.
- Units will have a "selection handle", which is a larger clickable element attached to the unit by a line. Selection handles will avoid overlapping with other UI elements meaning that you won't have the problem of trying to distinguish between two overlapping units.
- Probably something to make "check" less terrible to use
- Hopefully some better scaling of the aim handle so it's less tiny when zoomed out
- Probably some other things I haven't figured out yet